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    Posts made by Viracocha

    • National Advantages for AAA50th

      The following have worked well with our AA50th games when using NO’s (and tech. if desired), with them you don’t really need a bid - though I imagine it’s arguable. They have a tendency to prolong games (in a good way). Some of these you’ll recognize - but they’ve been altered slightly, and some were simply renamed (for nostalgia reasons). Their original purpose was to balance the 1941 scenario when using NO’s (well, and some added flavor), you’ll notice that the Burma Road now only includes Burma itself - having to only keep one territory in Allied hands to keep this ability works better for the purpose of balance. BTW: these have been played without Fighter/Interceptors (which - when considering the math, do not make SBR’s worthwhile), and keeping the Turkish straits open.

      Japan:
      “Kamikaze Attack” Japanese air units may make a combat move without having an eligible landing space. This attack must be declared during the combat move phase that an air unit is making a kamikaze attack. Each such air unit attacks during the opening fire step of combat, and only an eligible enemy sea unit can be chosen as a casualty. Sea units successfully hit by a kamikaze are immediately destroyed with no casualty fire, except battleships, which suffer 1 hit. A kamikaze air unit automatically becomes an opening fire casualty in addition to any other casualties inflicted in the first cycle of combat.

      “Banzai Attack” When the Japanese player begins an attack with only infantry, all those infantry attack on a 2 during the battle. This also applies amphibious assaults in which attacking land units consist of only infantry (bombardment is allowed with this advantage). Infantry conducting a Banzai Attack cannot retreat.

      “Kaiten Torpedoes” When Japan has a defending submarine in a sea zone that borders a Japanese territory; Japan may designate it as a Kaiten Torpedo. It defends on a 3 (4 if Japan has Super Submarines). The submarine automatically becomes an opening fire casualty in addition to any other casualties inflicted in this cycle. Some may seem unduly powerful in comparison to others (especially in the Axis case of empowering some further with tech.), but this is not the case from my experiences (the Allied advantages are more advantageous in the long-run - if used wisely). And if tech. is not used, no problem.

      Italy:
      “Co-Axis Strike” Once during the game at the start of Italy’s turn, the Italian player may declare a joint strike. Italy completes their turn as normal, except they skip the combat move and conduct combat phases (Italian units may move in the noncombat move phase). During Germany’s turn, the German player can move any of Italy’s units during the combat move phase and conduct combat with them, as if they belonged to Germany. Both Axis players must agree on attacking casualties.

      “Gustav Line” All German and Italian infantry in Italy have a defence value of 3.

      “Mountain Fortresses” All Italian and German units in the Balkans territory are immune to offshore bombardment.

      Germany:
      “Panzerblitz” If any attacking German forces destroy all defending units in a territory in one cycle of combat, surviving tanks of the attacking force may move 1 territory during the noncombat move phase. (If using using Tech. then infantry may move with the tanks as well)

      “Wolf Packs” If at least three German submarines make a combat move into a single sea zone, they attack on a 3 (4 if Germany has the Super Submarines development). The Super Submarines may come from different sea zones, but they must attack in the same sea zone.

      “Atlantic Wall” Germany’s artillery in Germany, France, and Northwestern Europe defend on a 3 vs. amphibious assaults.

      United States:
      “Marines” U.S. infantry attack on a 2 in the first cycle of the land combat portion of an amphibious assault.

      “Chinese Munitions” If Burma is under Allied control, the U.S may purchase 1 Field Guns unit per turn for the Chinese, which is treated as a Chinese unit. This unit is equal to an artillery unit except that it does not confer an artillery bonus to infantry.

      China:
      “Conscription” China is first in the Order of Play, thereafter going in the U.S. turn.

      Soviet Union:
      “Trans-Siberian Railway” USSR infantry, antiaircraft guns, and artillery may move 2 territories per turn only among Russia, Novosibirsk, Evenki National Okrug, Yakut S.S.R., and Stanovoj Chrebet S.S.R.

      “Russian Winter” Once during the game, during Soviet Union’s collect income turn, the Soviet Union may declare a severe winter. Until the start of the next Soviet turn cycle, Soviet infantry defend on a 3 in original Soviet territories.

      “Mobile Industry” Soviet Union’s industrial complexes may move 1 territory during the Soviet noncombat move phase. They cannot move during the combat phase, and must move to a territory with a Soviet marker. If they are captured, the opponent cannot move them. Damage accompanies the I.C.

      United Kingdom:
      “Colonial Garrison” The U.K. begins the game with one additional industrial complex in one of it’s territories with a value of at least 1. Normal I.C. rules apply.

      “Enigma Decoded” Once per game, when Germany finishes its combat move phase, before its conduct combat phase, the United Kingdom may make one special move. The U.K.’s forces may move any number of units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, the United Kingdom may move any number of units from a space being attacked by Germany into an adjacent friendly space. This special move otherwise follows the rules for a noncombat move. If any units survive, they remain in the space to which they were moved. The friendly space to be moved into or from can be transports.

      “Commander-In-Chief” Once during the game, during the United Kingdom’s turn, the UK player may declare a joint strike. The turn is completed as normal; except that the combat move and conduct combat phases are skipped (though any units may move in noncombat). During the U.S.’s turn, the U.S. player can move any U.K. units during the U.S. combat move phase and conduct combat with them, as if they belong to the U.S. Both the U.K. and the U.S. must agree on attacking casualties.

      posted in House Rules
      ViracochaV
      Viracocha
    • Modified Tech. Development, Elite Infantry, Neutrals, A-Bomb, VC's, Shore Guns

      The following rules work together (AAA50), though with a little modifications you could separate them. Some of the following is based on the original Nova edition rules, though with a lot of modifications for this edition of the game. Admittedly, the atomic bomb rules contain several points of contention… said rule is more of a ‘science fiction/alternative history’ rules option, it’s not really meant to be similar to the historical use of the A-bomb in WWII (though I have seen it’s use with a result similar to history). The rules concerning Neutrals are actually to add flavor, but still obeying the fact that said nations still wished for the pretense of staying out of the war. These have also been included with Fighters and Interceptors rule, seemed fine - small test group though.

      I’ve broken the tech charts down further, though they’re still designed to be used with the charts provided with AAA50th:

      Army Doctrine (Chart 1):
      (1-2) Paratroopers
      (3-4) Adv. Artillery
      (5-6) Mech. Infantry

      Infrastructure (Chart 1):
      (1-2) Increased Factory Prod.
      (3-4) Rockets
      (5-6) War Bonds

      Combat Aviation (Chart 2)
      (1-2) Jet Fighters
      (3-4) Long-Range Aircraft
      (5-6) Heavy Bombers

      Naval Technology (Chart 2)
      (1-2) Super Submarines
      (3-4) Improved Shipyards
      (5-6) Radar

      *Elite Infantry: 5 infantry units have an Axis/Allie symbol under each. Whenever a special ability of an Elite Infantry is used, the symbol is revealed. ie: http://s889.photobucket.com/albums/ac95/Viracocha_bucket/Axis and Allies tricked out/?action=view¤t=aa45.jpg

      note Japanese symbol - but a simple slash of a marker would do.

      • Targeted Attack During a successful attack with Elite Infantry unit(s), the attacker may assign a primary objective, a ‘targeted attack.’ The defender must take a casualty from a defending group of the attacker’s choice (units of the same defense strength). This ‘targeted attack’ can only be done 1 time by each Elite Infantry unit per battle. A defending Elite Infantry unit may negate this attack, but must be chosen as the causality in order to negate. When negating a targeted attack, a defending Elite Infantry unit(s) may not also ‘Force Causality.’
      • Force Causality If an Elite Infantry unit is chosen as causality, the defender may ‘force causality’ from the attacking group. The forced causality must be taken from the attacking group that caused the casualty (units of the same attack strength), this is done immediately during the attacking player’s rolls. After Elite Infantry unit forces causality, they are immediately removed from battle.
      • Sabotage If a nation has any development from the Army Doctrine, their Elite Infantry may damage ICs (1d6), with a range of 2 territories, (incl. sea zones and/or from transports if the nation has a Naval Technology). If a defender has any Infrastructure development, they may roll a 1 to prevent and eliminate the saboteur, 1 or 2 if they also have any Elite Infantry unit(s) in the same territory as the targeted Industrial Complex. Sabotage may only be done once per turn per complex, and can be conducted from an influenced (with a nation’s marker) neutral government and impassable terrain.
      • Deployment At the start of the game each nation receives one Elite Infantry unit at their capital in place of a normal infantry unit. In movement, production, cost, attacking, and defending, the elite units are as infantry. Once an Elite Infantry is chosen as a causality it is removed from the game. Elite Infantry can move through neutral territory and impassable terrain, incurring no Partisan reaction or monetary penalty. As with other units, Elite Infantry my not conduct standard combat from a neutral or impassable territory (but may sabotage if the neutral is influenced).

      *Neutral Territories: If Axis or Allied non-elite units enter a neutral territory, they must pay a penalty or not be allowed entrance: A nation pays the neutral (bank) 3 IPCs and must remain there as their final move, it is not an attack move. They then place a national marker to show influence. Elite infantry units remove opposing national markers and cannot place them. A nation does not have to pay the penalty for entering a neutral if they have a marker present. Any time there are Axis or Allied units in a neutral territory, 1 “Partisan Attack” is allowed to opponents per neutral: during any nation’s conduct combat turn, that nation may pay 1 IPC to incite/influence neutral forces to attack a nation’s non-elite units in each neutral territory. The attack is as per a cycle of antiaircraft, applied to each unit. A Partisan attack is raised to 2 if a nation behind the attack has any Infrastructure developments. Units may not attack from or into a neutral territory. If an Elite Infantry unit enters a neutral territory hosting enemy units, the non-elite units are treated as having 0 combat values (disarmed/unmanned), and removed. If Elite Infantry of an Axis and Allied nation is ever in the same neutral territory,                  
       ---- “Covert Operations” ensues as per normal combat, if all defending Elite infantry are destroyed, any other units of the same Axis/Allie are destroyed. Covert Operations combat rolls cannot be supported by artillery or bombardment. “Secret Agents” may influence covert combat in a neutrally governed territory, for every Research Development a nation has, their Elite Infantry receives a +1 to their combat roll.        “The Dardanelles”are the straits linking the Black Sea and the Mediterranean, controlled by Neutral Turkey. Naval units must endure 1 Shore Guns attack through the straits. If a nation has a marker in the neutral territory of Turkey, the shore guns attack is negated. “Sahara & Himalaya” do not have neutral governments, but are impassable to all but Elite Infantry and aircraft (though planes cannot land in the Himalaya).

      NUKES (you’ll note that some form of markers are necessary, ie: http://s889.photobucket.com/albums/ac95/Viracocha_bucket/Axis and Allies tricked out/?action=view¤t=aa76.jpg

      http://s889.photobucket.com/albums/ac95/Viracocha_bucket/Axis and Allies tricked out/?action=view¤t=aa45.jpg

      Atomic Warfare

      *The Atomic Bomb: If a nation has a development in each of the 4 development areas, they may then dedicate researchers to nuclear fission as if rolling for an additional development. If the nation succeeds they receive a radiation marker to be placed in a territory they owned (and currently own) at the start of the game, and have the technological development, Atomic Bomb. The bomb is purchased as a unit but must be built in atomic testing area. 1 A-bomb costs 20 IPC’s. A nation is limited to 1 A-bomb in play (unless 1 is taken). A nation has 4 methods of attack with an Atomic Bomb: 1. Delivered by Sabotage via Elite Infantry (Infrastructure & Elite Infantry defence applicable), can only target territories. 2. If a nation has the Heavy Bombers development, they may drop the Atomic Bomb as a strategic bombing raid (by only 1 Atom bomber, normal AA Gun rules apply) on a territory or sea zone. 3. If a nation has the Rockets Development they may launch the A-bomb as per a rocket attack with a launcher (AA Gun), targeting any territory or sea zone. 4. Super Submarines may launch the bomb at any coastal territory that the atomic submarine borders, or at an adjacent sea zone.  It may not launch an A-Bomb at a territory if an enemy destroyer is in the same zone, nor at an adjacent sea zone if a destroyer is in that zone.

      • The Atomic Bomb unit has 3 methods of movement: 1. Moves as per an AA Gun. 2. They can be carried by a Heavy Bomber unit. 3. They can move with a Super Submarine.  *Note that when moving by method 2 or 3, the bomber or submarine must start in the same territory/adjacent sea zone as the bomb.

      • Recovery: If an attempt to use an Atomic Bomb through method 1 (Sabotage) is prevented, the defender then owns the bomb and places it in what had been the targeted territory. If method 2 (Heavy Bombers) is prevented, the defender rolls a d6, a result of 1 or 2 means the bomb is salvaged, and likewise changes ownership to the nation that was targeted, placed in the territory that was targeted. A nation that captures an A-bomb does not receive the Atomic Bomb development, but may still utilize the captured A-Bomb.

      • Blast Site: Any sea zone or territory (except neutrals) may be targeted for an Atomic Bomb attack. A successful blast on a territory removes all AA/Shore Guns and Industrial Complexes. The nation that dropped the bomb is allowed an attack roll at the strength of 4, against each unit in the territory. The bomb is expended. When a territory suffers an Atomic blast the income value of the territory is halved (rounding up) for the remainder of the game and a mushroom cloud is placed. If an A-Bomb is detonated in a sea zone, all units are subject to an attack at the strength of 3 (territories within sea zones are considered separate targets). Any units successfully attacked by an Atomic Bomb are removed immediately. The nation that used the A-Bomb may enter the blast site during non-combat if unoccupied.

      *Victory Cities:

      If a nation has the War Bonds or Increased Factory Production developments they may use their Victory Cities for limited unit mobilization/production. A nation owning a VC may place 1 Infantry (mercenaries/volunteers/displaced troops) unit and/or               1 Transport (Merchant Marines/commandeered civilian vessels) unit there during the place new units sequence, providing that the nation owned the territory at the start of their turn. The territory need not have an industrial complex to produce these units, and these units must be purchased as per normal cost (Tech. is applicable). VC territories with Industrial Complexes conform to normal production rules.

      *Shore Guns: Coastal artillery is to be placed at the start of the game, in the 8 territories listed below. Ownership of these units depends upon the ownership of the territory, as they cannot be moved. When passing between the sea zones: 12 &13 (Gibraltar), 15 & 16 (Turkey), 5 & 6 (Norway), 6 & 7(United Kingdom & Northwestern Europe), all naval units (except submarines) must endure 1 cycle of fire from any coastal artillery. Shore Guns hit on a 1 or 2 (before bombardments if applicable). Amphibious assaults on Gibraltar, Caroline Islands, Wake Island, or French Indo-China Thailand must endure an attack as above. Successful bombardments on the above 4 territories destroys the Shore Guns unit as if it was taken as a casualty, though it has no casualty fire opportunity. Exception: Shore Guns do not interfere with amphibious assaults on Norway, Northwestern Europe, and the United Kingdom, but the Shore Guns are destroyed if a bombardment and amphibious assault is successful.  
      8 Shore Guns: Gibraltar, Turkey, Norway, Caroline Islands, Wake Island, United Kingdom, Northwestern Europe, French Indo-China Thailand.

      *Air bases:
      Fighters on islands (1 land territory surrounded by 1 sea zone) are allowed to defend the surrounding sea zone if the same nation’s naval units are attacked. If a nation has Radar and Long-Range Aircraft developments, this defensive zone includes adjacent sea zones to the island’s sea zone.

      *Escorts and Interceptors:

      Fighters can participate in strategic bombing raids. Attacking fighters may escort the bombing run, and can originate from any territory, range permitting. Any or all defending fighters based in a territory being strategically bombed can participate in the defence of the industrial complex. The number of fighters that will defend is decided after the attacker’s Combat Movement phase but before the Combat phase begins.
      1. Interceptors and escorts fire at “1”, for one combat round only. Bombers cannot fire.
      2. AA fires at the remaining bombers (not on the fighter-escort). Remove casualties.
      3. Surviving bombers may then strategically bomb.

      • If the attacker/defender has the Jet Power breakthrough their fighters are +1
      • If the attacker has Heavy Bombers their bombers may fire at a roll of  “1”
        Escorts/interceptors cannot participate in other battles during the turn of participation.

      Add: Everyone seems to have a name for their collections of house rules, makes it easier to reference… think I’ll dubb mine, “AATech” since so much hinges on that (guess it evolved from the my ‘house ruled’ 50th ed.) Unless someone has used that one…? (this could be like trying to get a password on a website! eh eh eh)
      :-D

      posted in House Rules
      ViracochaV
      Viracocha
    • RE: Confusion concerning a reprint

      Well… it seems that the Wardog has cleared things up about this…

      posted in Axis & Allies Anniversary Edition
      ViracochaV
      Viracocha
    • RE: Accurate Miniature Equivalents for Custom Painting your 1940 E&P

      Wow!  Those are really excellent!  I too have painted mine - almost done but not quite.  The symbol on the stand is what really blows me away… those are time-consuming!

      posted in Customizations
      ViracochaV
      Viracocha
    • Confusion concerning a reprint

      Hmm… I’m not really sure what to make of this, it concerns the possibility of a smaller, cheaper AAA50th being released.  But I’ve heard/read/seen nothing of the sort. Instead of trying to reiterate the issue, check out this thread:

      http://www.boardgamegeek.com/article/4635159#4635159
      :?

      posted in Axis & Allies Anniversary Edition
      ViracochaV
      Viracocha
    • RE: Combined game

      @Gwlachmai:

      And we’ll likely need extra German mechanized infantry…

      No… I’m sure 3 will be enough - if that’s what the ‘official’ testers say…

      posted in Axis & Allies Europe 1940
      ViracochaV
      Viracocha
    • RE: Convoys

      THanks - will do… was just hoping that someone had some off-hand.  Because I do know of those, it’s just that there’s so many to look through - and the search function on this site is useless.

      posted in Axis & Allies Anniversary Edition
      ViracochaV
      Viracocha
    • RE: Axis too strong??

      @Zhukov44:

      I doubt it.  Imho 8 makes for an almost balanced game, but not quite.  9-11 is more like it. Axis seems favored in the Chunksoul’s bid scenario, especially if they can take advantage of Russia not getting bid units.

      2 inf in Egypt (or 3) isn’t enough to wall off Egypt against a 1-2-3 attack by Axis on Round 1-2.  So Allies have to give it up or get smashed.

      Hmm… in my games (not online), I don’t “doubt it” because I’ve seen otherwise - and the Allies have still managed to win several times.  Of course, I think there is a lot of variables that aren’t being considered.  A lot of people are too busy being bean counters to take these into consideration. Experience of players - not just overall but that edition in particular, whether they read all the posts concerning the game, of course NO’s and Tech., age of players, victory conditions, alcohol (eh eh eh), how many players, “in person” as opposed to online, comparison to online games that are always 1 vs. 1, etc.

      posted in Axis & Allies Anniversary Edition
      ViracochaV
      Viracocha
    • RE: Bad news

      Wow… this is discouraging.  Eh… glad I have all these Italian tanks.  Wait… I’m suspicious… this smells of conspiracy… Perhaps they’re not producing unique molds because they know that FMG IS MAKING COOLER ONES AHA!  All right Field Marshals - fess up, you’ve been caught out!
      :-D

      posted in Axis & Allies Europe 1940
      ViracochaV
      Viracocha
    • RE: Axis too strong??

      @chunksoul:

      in tournament games

      i am playing in the final of the DAAK aa50 tournament and the bid for the axis is 8$

      that means that the allies got to place 2 inf in egypt

      and give 2$ to russia

      should make for an interesting game

      Wow… it’s really strange how so many different groups out there approach balance.  Every group I’m in would see that as tipping the balance to the allies.

      posted in Axis & Allies Anniversary Edition
      ViracochaV
      Viracocha
    • RE: Minis question

      Ah - the BGG photos of the D-Day fighters are one props, I think they’re the same as the AAA50th.  Damns… eh eh eh - I painted all my US minis from AAA50th as Corsairs.  I didn’t think it was that much of a stretch - considering that the sculpt isn’t the greatest…

      Much obliged Wardog!

      posted in Axis & Allies Anniversary Edition
      ViracochaV
      Viracocha
    • RE: Minis question

      Really?  Kinda thought it was suppose to be a Corsair - thought as much because of all the Corsairs on the box and in the rule book… wrongly assumed I guess (errr…or am I totally baffled and those are Hellcats on the box?!).  I just perused some pics… Europe Kreig, it is the P-38, yes.  But uhhh… the pics of D-Day I’m finding don’t look like P-38’s… Is there a difference between the AAA50th US fighters and D-Day US fighters?

      posted in Axis & Allies Anniversary Edition
      ViracochaV
      Viracocha
    • Minis question

      I moved and don’t have access to my AAEurope or D-Day…  Is there a difference between the US fighter minis in those from the mini in AAA50th? I didn’t think there was, but I read on a post somewhere here that it’s a Hellcat in the former, as opposed to the Corsairs that came with AAA50th…

      Thanks in advance…

      posted in Axis & Allies Anniversary Edition
      ViracochaV
      Viracocha
    • RE: Convoys

      C’mon folks… read 36 times and no one has any input?  Thought I could count on some excellent and well informed responses…

      Now 83 times… anyone have any guts and knowledge… even ideas?

      posted in Axis & Allies Anniversary Edition
      ViracochaV
      Viracocha
    • Convoys

      I’m throwing a question out there…

      If one was to make convoy squares for each power in AAA50th, where would the best places be, and the values of them…?

      If someone has already posted this info, could someone link me to it?
      :?

      posted in Axis & Allies Anniversary Edition
      ViracochaV
      Viracocha
    • RE: What will they mess up next?

      Well… just a little off topic, but I really like this style of map:

      http://www.boardgamegeek.com/image/661195/la-segunda-guerra-mundial?size=original

      I’ve read a lot of posts from people who prefer the political colours on A&A boards and other games… but IMHO, this is excellent.

      posted in Other Games
      ViracochaV
      Viracocha
    • RE: An Allied strategy

      Well… I don’t play online, though I do play against a wide variety of opponents, and I’ve been playing A&A games since the Nova edition.  I’d have to agree with PG and A44, from my experiences the game is pretty balanced.

      posted in 1941 Scenario
      ViracochaV
      Viracocha
    • RE: Iowa Players near Sioux City?

      Heya… don’t live there, but go there sometimes to visit relatives in the states.  Could look you up for a game when I’m in…?

      posted in Player Locator
      ViracochaV
      Viracocha
    • RE: London, England Any Players

      Heya, I’m in London - and looking to throw down!  You still around…?

      posted in Player Locator
      ViracochaV
      Viracocha
    • RE: Field Command: Singapore 1942

      I too was impressed by it when I had it.  I’m glad I brought it to the org’s (and especially your) attention. It’s all about supporting the hobby!

      posted in Other Axis & Allies Variants
      ViracochaV
      Viracocha
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